You raise some of the important points in this discussion, but I don't feel like the data upholds your conclusions.
The data taken from each of the games in that list that could be considered an eSport (with the exception of Riot's in-house monitoring of the LoL community) is taken from surveys of a small sample size with major flaws in their methodology. The LoL one, as you pointed out, is a dated source, and yes, though the female community isn't likely to have superceded the male in the past 3 years, it has grown massively.
Female representation, both on-screen at events and in the pro scene, should be aspirational, not reactionary. Meaning that it shouldn't only be justifiable to ask these questions once populations are approaching 50/50 splits.
Also, it's true that harassment is a constant online, and it's reasonable to expect flaming when you make a mistake. But the baseless and often far more abusive nature of it whenever a female name/voice is the target is way beyond reasonable. And yes, the solution isn't restricting comms, it should be fostering respect or some shred of empathy.
You're right that this isn't something to be fixed overnight, but no-one decided not to start building Rome because it would take more than a day.